Combat Medic Archive
Thread: Combat Role fo the CM post CU
SkalTrenton wrote:
sweet all my nice venom ive been gathering will look nice on my mantle...but hey ill sacrifice a LOT to make combat fun.
lol....wonder if the devs wanna pay me back for all the credits and time i've put to gather resources...wait what am i thinking that will never happen...
now why would i want to be CM after the CU if we are all equal again?
Message Edited by noran_vaz on 03-31-2005 01:35 AM
Message Edited by noran_vaz on 04-06-2005 11:45 PM
Ackehece wrote:
Combat Medic Profession Changes
Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.
Ranged healing medium healing capabilityTHIS IS NOT A COMBAT MEDIC ABILITY its medic 0200
Point blank AoE (Area of Effect) small healing capabilityTHIS IS NOT A COMBAT MEDIC ABILITY its medic 0400
Health poisons which cause health loss
Health diseases which is now a regeneration de-buff as opposed to causing wounds
Gains a Resurrection ability with a large resurrection sickness on the target
Debuffs to Attack Speed, State Resists
Dazes, Point blank Dazes
Message Edited by Johnny-Rico on 04-02-2005 08:46 AM
Pseudopd wrote:
Seing a lot of posts saying CM's now use "magic" and not Star Wars.
I don't see that. Nor do I buy into it.
From what I gather, the difference between "old Star Wars" healing and "Magic healing" is the use of consumibles and crafting. No crafting, heals are now magic.
Now this doesnt make any sense.
When a medic could stop a bleeding wound, heal mind damage, and even tend to a wound, was this consedered "magic"? Firing a weapoms without need to reload a clip, magic? Never needing to eat or sleep, magic? The bacta tank luke was in in ESB, was that a "magical healing pool"? pulling vehicles and mounts out of thin air! A TKA actually winning a ranged brawl! A single person killing all the stormtroops in the city solo! An image designer changing your face with but a glance! Must be magic.
Whos' to say the medics at hand dont carry medical tools and healing insterments (which gamewise, do not consume componets or resources). Perhaps they know a pressure point to stop bleeding or stimulate a healing property. Set a leg quicking with some torn shirt and a nearby strip of wood?
On the other hand, crating items do not mean lack of magic. I seems to remember many fantasy games that NEED crafting to make magical items and spells! Eye of newt and toe of frog! Need to read that scrol to cast that spell! the scroll has been consumed int he proccess! ...must not be magic then.
It seems that most arguments on that SWG is using magic, are from those who stockpiled componets. For that, i do feel for you, but there is always the BE line, or, i'm sure there wil be a market for those items as well. I'd like to know how crafting a poison makes SWG Star Warsy. Seeing as I dont remember poisons in star wars...or a billion jedi for that matter
Anyway, the whole "magic" thing is a bit silly. But remember...no one has played cu cm yet either! so this is all speculation
BaZ Pseudopod
The Master Witch that can stop Bleeding in a Man!
Brainplay wrote:
The problem with the consummables vs. magic heals is that we were weaned on consummables for the longest time now. It was more easily acceptable because we are able to relate to real life experiences. Morphine shots, pills, patches, bandages, sterilizers, they are all single shot consummables (they better be!). We were able to make the leap of faith that medical technology was just that much more advanced because of what we see today. Now if a respected medical journal suddenly published something on "pixie wing" curing cancer we'd be able to make that leap as well. Until then those limited use items are just more appealing to us.
Maybe if there was just a tool that we could see or needed recharging or something would we warm up to the magic healing more. The fact is that consummables were yet one more unique feature to the game that is being removed. While I'm happy that if I run out of bacta "enhancers" I can still heal, I'm not happy that they are taking away something that added a bit of realism to a futuristic game (helps us make that leap of faith).
Then again I'm one of those biased people who really hate magic in general....even after playing EQ for over 3 years.
I totally understand. And i can see your point very well.
We are experienced with the "use charge/get action" format. And actually, i like the idea of having a special medical pouch or bag. But you know SOMEONE will eventually say "Why do we use one space in out inventory for something we really dont need. Thats just inconvienient!". And then they might remove the medic bag, which was just cosmetic anyway.
Maybe whipping out some healing "tricorder" to remind people that the healing isnt just an enchantment.
Now thats something the Devs could do! Make it so when you perform a heal, your avatar whips out a device and looks like he's fiddling with it.
Maybe this tool can have charges. MAybe a timer. Maybe a medical droid can "refill" it. There are lots of ideas to get away from the appearance of "magic" without changing the CU design.
Good response though!
Baz Pseudopod
Master Combat Medic